
Seven archetypes
Mage
A hero’s class decides two things that matter more than its stats: which upgrade pool it draws from at rank A and again at rank S, and which relics and items are built to support it. Seven classes, four heroes each, and a shared pool per class — so two heroes of the same class compete for the same upgrades. Each page below lists the heroes, both upgrade pools in full, and every relic and item that carries the class name.
Updated for patch 0.5.10
Front row or alone at the back
Where a Mage stands decides two of its upgrades. Mage Armor turns 100% of Magic into Defense for a hero who opens combat in the front row, which is how Pimenta, a Tank made a Mage by The Seasoned, uses it in Stall Tanks. Hermit wants the other end: +33% Magic and +50% Crit, only if no other hero shares the back two rows. Ratna takes it in Crit Rush Assassins, a three-hero team where she is the only Mage.
A list that waits for Stall
Five Mage upgrades involve Stall and none involves Rush, a heavier Stall lean than any other class list. Stalled Heat and Stalled Cold hit every enemy with Burn and Frost after Stall (20), Stalled Growth adds 40 permanent Magic after Stall (25), and Instacast grants 100 Mana at Stall 15, 30 and 45. Heat and Cold scale on Magic, which only the four Mages start with, 25 each.
Mages by spec and Glyph
Counting specs and Glyphs, a Mage sits in six of the nine ranked builds, level with Vanguards. Aria plays in three. Stall Aria gets its second Mage by giving Gustav a Mage's Glyph, and Stall Tanks pairs Aria with Pimenta, doubling Mage's Memento to 24 Frost on every enemy when combat begins.
The S for Debuff Mages traces back to 0.5.5, which lifted Magical Growth, Funke's pick there, from 15 to 20 Magic and Mage's Inferno Banner from 100% to 150% of Mana spent. The class legendary went the other way: 0.5.2 cut Mage's Cataclysm Engine to 15% of Magic, from 20%.
Mage heroes
AriaMageRequiem Barrage: Channel an energy beam for 2.5 seconds. Each half second, deal 25 (+75% Magic) damage, inflict 1 per 15 Magic Frost, and inflict 1 per 10 Magic Burn to all enemies inside the beam.
FunkeMageWildfire: Blast a fireball at all enemies in Funke's range, dealing 175 (+200% Magic) damage and inflicting 75% Magic Burn.
RatnaMageStarfall: Conjure celestial magic to deal 190+150|250|450|750_Magic damage. On kill, permanently gain 10 (+10 per Rank) Magic. On Crit, Stun all enemies for .5+.5_Rank seconds.
SalMagePermafrost: Sal empowers her attacks, causing them to also hit the nearest enemy to Sal's target, dealing 10 (+50% Magic) bonus damage and inflicting 1 (+1 per Rank) Frost. This ability stacks.
Mage stats compared
The base values of every Mage, before ranks, items and relics.
Mage upgrades — rank A
15 upgrades in the rank A pool. A hero picks one, and heroes of the same class draw from the same list.
Mage ArmorAt start of combat, if this Hero is in the front row they gain 100% Magic Defense.
HermitAt start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.
Stall CertaintyStall abilities trigger 6 seconds faster. Backup.
Enchanted AttacksOn auto attack, deal 100% Magic bonus damage.
Arcane DestructionOn cast, gain 100 Crit.
Burning CastsOn cast, inflict 50% Magic Burn on enemies in range.
Burning AbsorptionOn cast, gain 1 Magic per 3 Burn on enemies in range.
Stalled HeatAfter Stall (20), inflict 100% Magic Burn on all enemies.
Magical GrowthAt start of combat, Mages permanently gain 20 Magic. Backup.
Freezing CastsOn cast, inflict 25% Magic Frost on enemies in range.
Freezing AbsorptionOn cast, gain 1 Magic per 5 Frost on enemies in range.
Stalled ColdAfter Stall (20), inflict 35% Magic Frost on all enemies.
Stalled GrowthAfter Stall (25), permanently gain 40 Magic.
InstacastAfter Stall (15, Stall 30, and Stall 45), gain 100 Mana.
Fast CastGain 8 Mana Regen and 40 Starting Mana.
Mage upgrades — rank S
15 upgrades in the rank S pool. A hero picks one, and heroes of the same class draw from the same list.
Mage ArmorAt start of combat, if this Hero is in the front row they gain 100% Magic Defense.
HermitAt start of combat, if this Hero is alone in the back 2 rows they gain +33% Magic and +50% Crit.
Stall CertaintyStall abilities trigger 6 seconds faster. Backup.
Enchanted AttacksOn auto attack, deal 100% Magic bonus damage.
Arcane DestructionOn cast, gain 100 Crit.
Burning CastsOn cast, inflict 50% Magic Burn on enemies in range.
Burning AbsorptionOn cast, gain 1 Magic per 3 Burn on enemies in range.
Stalled HeatAfter Stall (20), inflict 100% Magic Burn on all enemies.
Magical GrowthAt start of combat, Mages permanently gain 20 Magic. Backup.
Freezing CastsOn cast, inflict 25% Magic Frost on enemies in range.
Freezing AbsorptionOn cast, gain 1 Magic per 5 Frost on enemies in range.
Stalled ColdAfter Stall (20), inflict 35% Magic Frost on all enemies.
Stalled GrowthAfter Stall (25), permanently gain 40 Magic.
InstacastAfter Stall (15, Stall 30, and Stall 45), gain 100 Mana.
Fast CastGain 8 Mana Regen and 40 Starting Mana.
Mage relics and items
18 entities carry the Mage name. They are built around what the class does, so they are the first place to look when you commit to it.
Mage's Elemental BannerUniqueWhenever a Mage casts, all enemies in their range take 6 damage per Frost and 3 damage per Burn they have.
Mage's Inferno BannerUniqueWhenever a Mage casts, they inflict Burn on their target equal to 150% of the Mana spent.
Mage's Frostbite BannerUniqueWhenever a Mage casts, they inflict Frost on their target equal to 66% of the Mana spent.
Mage's Enlightenment BannerUniqueAfter Stall (15), Mages permanently gain 10 Magic.
Mage's Serenity BannerUniqueAfter Stall (15 and Stall 30), Mages gain 100 Mana.
Mage's Precise ReflectionUniqueMages gain 25 Magic and 15 Crit.
Mage's Flowing ReflectionUniqueMages gain 25 Magic and 4 Mana Regen.
Mage's MedallionCommonMages gain 25 Magic.
Mage's MementoRareAt start of combat, inflict 12 Frost on all enemies per Mage in combat.
Mage's EmblemRareIf there is a Mage in combat, your Hero's active abilities gain 100 Crit.
Mage's Transmutation PrismEpicWhenever a Mage auto attacks, they deal bonus damage to their target equal to 100% of their Magic.
Mage's Administration FiligreeEpicWhenever a Mage casts, they deal damage to the lowest-health enemy equal to 400% of their Magic.
Mage's Cataclysm EngineLegendaryHeroes gain 50 Magic. Whenever a Mage casts, they inflict Burn and Frost on all enemies in their range equal to 15% of their Magic.
Mage's StaffUniqueIf this item is held by a Mage, double its stats.
Mage's TomeUniqueIf this item is held by a Mage, double its stats.
Mage's WandRareOn active ability kill, if held by a Mage this item gains 10 Magic.
Mage's GlyphEpicThe holder counts as a Mage during combat. If they were already a Mage, they gain +25% Magic.
Mage's CrestUniqueThe holder counts as a Mage during combat.